Jase00's Forum Posts

  • It's possible to construct one using a lot of points in a collision polygon, which is highly inefficient considering the high point usage, and would probably be a good idea to just use a few different sprites to create an enclosed area. I personally don't know if I'd ever use this feature if it was added, but I definitely would find multiple collision boxes with tags to be useful! (which also has it's own workaround already, by pinning other sprites onto one object)

    Here's a capx of the (not best) workaround to make a hole in the collision mask (when making one yourself, make sure to put the overlapping collision points exactly over eachother, under/overlapping the area in a collision polygon will cause it to not be detected.)

    dl.dropboxusercontent.com/u/7765312/C2/HoleInACollisionBox.capx

    Hope this was helpful!

  • The link to blackhornets' application for spacing is what I use! When you are using that application and save, it creates a .txt and .xml file, which aid in giving you the easiest route to doing the individual character spacing in Construct 2, by either following the .txt and manually adding events, or importing the .xml file (I do the manual method).

    Everything works pretty fine for me really! It takes a bit of fiddling around if you wanted to add effects to your font before you import it (like glow effects) as it leaks onto other characters, but it's all pretty straightforwards after you figure it out once. I've managed to get neat looking spritefonts without too much hassle!

  • I updated the demo version on the Scirra Arcade, and made another video :)

    [tube]http://youtu.be/i1rjPg6vbGw[/tube]

    I appreciate the feedback that I have received! I get uber shy when it comes to showing off stuff!

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  • I'm a UK student using Construct in a BTEC level 3.

  • I honestly would adore the option to cap the framerate. There's a big difference in gameplay comparing "30fps" to "randomly changing between 40-50fps" gameplay.

    I have a computer I test with sometimes and when it's running between 40-50fps, I wish I could cap it at 30 to keep it remaining smooth.

    The idea of uncapping for benchmarking is pretty nifty too, although not the main focus.

    I totally understand the fact that dt makes it so that the game runs the same regardless of framerate, but there certainly is stutter and difference when the framerate is constantly fluctuating.

    EDIT: To combat the "What if it ruins the experience for the users with better hardware that CAN fun 60fps", what about (not that I think this is an easy solution or anything) but a Framerate rounder? If the system keeps detecting that the fps is between 40-50, then it would round it down (Exactly like how FRAPS works when you record in a high framerate and then the game experiences lag, it forces the game's framerate down to 30fps)

  • +1!

  • No crashes here so far!

    EDIT: Been using Construct 2 on my main project for around 3 hours, using the image editor a few times importing images, lots of event work, layout work, running the project (so basically, using all the primary functions of C2) and I'm happy to report that I got no crashes, and upon closing construct 2, it closed instantly without a hitch!

  • It's very interesting to see the different music and different reasons to why one listens to particular music (or not :P) when they are developing! I've taken a liking to the radio stations that jojoe mentioned, pretty awesome!

    Another thing I tend to do, is use Winamp + "Pacemaker" plugin, which allows you to alter the tempo/pitch of an audio file in realtime. I would lower the pitch slightly, and the tempo slightly more, gives a whole new spin on how the music sounds (It can make most songs feel more chilled and less distracting as they are slower!). It works for Rock music very well in my opinion, just got to adjust it right!

    I believe this is how mediocre "Nightcore" remixes are made, so if you like Nightcore, you'd probably really enjoy doing this! <img src="smileys/smiley16.gif" border="0" align="middle" />

  • I did notice this!

    I always thought it is because the Platform Behaviour is constantly figuring out angles with SIN and COS, (which makes even old calculators lag badly when using lots of those in one equation), but having it figure out angles, 60 times a second, multiplied by the amount of enemies, it comes to about 600 times a second!

    Though that's just an idea, I may be very wrong. Though if right, there should be a way to disable the angle stuff if the angle is 0.

  • Hey, I tend to keep Firefox open constantly with lots of tabs, and I'd be logged in on the forums here and post around and stuff.

    But recently, I randomly end up logged out (I ALWAYS click "Remember me", and continue to do so each time I re-log in). I'm not closing Firefox, I'm not touching cache stuff or anything, I just go back to the Scirra tab, click on a link, and realise that I'm suddenly logged out.

    Is this a website issue?

  • Thank god you didn't include the word "analyse"!

  • I just want to alert this, but this is still happening to me, and I started a new project and it's happening to it aswell, thousands of small 1kb files that add up to be massive!

    I have 100% used Node-Webkit since I started this new project, no other browsers.

    Does this happen to anyone else?

    If you are reading this and you commonly use Node-Webkit to preview, I'd be interested to know what happens to you! Simply go to:

    C:\Users[YOURUSERNAME]\AppData\Local[YOURPROJECTNAME]

    And once in here, right click your "Cache" folder and click Properties, report back with how many files you have! <img src="smileys/smiley16.gif" border="0" align="middle" />

  • hacks.mozilla.org/2013/10/progress-report-on-cross-platform-open-web-apps

    This seems like it could be the end to all the headache for Android exporting!

    Give it a read!

  • > Well, I've uploaded my app for verification and now I'm extremely anxious! :P

    did you take my tut on publishing because they wont exept it into the contest without it using api 2.2 and my tut shows how to do that

    I think I followed a guide that you made, you had the links to the different screen sizes I believe I used. Thanks!

    I got successfully validated and entered the competition now. I am pretty happy I even got in at all :)

  • I've been insanely busy and a lot more inactive on the forums thanks to Tizen challenge consuming my life, but finally I wanna say: I love the updated artwork for your game! Looks so cute!

    Thumbs up-ed on greenlight!